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#include "TestStage.h"
#include <cstdint>
#include <raylib.h>
#include "EnemyFactory.h"
#include "Globals.h"
#include "OverScreen.h"
static constexpr Color DEEPSPACE {3, 5, 22, 255};
TestStage::TestStage() :
m_const {}
{
m_enemies.reserve(17);
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 300, -10, 0));
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 500, -10, 0, true));
m_enemies.push_back(EnemyFactory::make_thick(m_const.m_bullets, 400, -10, 10));
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 550, -10, 20));
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 250, -10, 20, true));
m_enemies.push_back(EnemyFactory::make_thick(m_const.m_bullets, 200, -20, 26, -0.2));
m_enemies.push_back(EnemyFactory::make_thick(m_const.m_bullets, 600, -10, 26, 0.7));
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 400, -10, 32));
m_enemies.push_back(EnemyFactory::make_rotator(m_const.m_bullets, 260, -10, 44));
m_enemies.push_back(EnemyFactory::make_rotator(m_const.m_bullets, 540, -10, 44, true));
m_enemies.push_back(EnemyFactory::make_rotator(m_const.m_bullets, 300, -10, 49, true));
m_enemies.push_back(EnemyFactory::make_rotator(m_const.m_bullets, 500, -10, 50));
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 360, -10, 56));
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 440, -10, 56, true));
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 365, -10, 62, true));
m_enemies.push_back(EnemyFactory::make_small(m_const.m_bullets, 435, -10, 62));
m_enemies.push_back(EnemyFactory::make_rotator(m_const.m_bullets, 400, -10, 66));
}
void
TestStage::update(const float dt)
{
m_flash.update(dt);
m_player.update(dt);
for (auto& enemy : m_enemies)
enemy.update(dt);
m_const.update(dt);
bool collided = m_player.collide(m_const.m_bullets);
if (collided) m_flash.start();
if (m_stats) {
m_stats->total_bullets = m_const.m_bullets.size();
if (collided) m_stats->lifes--;
}
bool all_done = true;
for (const auto& enemy : m_enemies) {
if (!enemy.gone()) {
all_done = false;
break;
}
}
if (all_done)
g_game.set(std::make_unique<OverScreen>(m_stats));
}
void
TestStage::draw()
{
ClearBackground(DEEPSPACE);
m_const.draw();
for (auto& enemy : m_enemies)
enemy.draw();
m_player.draw();
m_flash.draw();
}
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